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Player Features and Ideas Discussion

 
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New Starbase Modules - more flexibility

Author
Somatic Neuron
Masterwork Productions Inc
#1 - 2013-02-14 15:17:24 UTC
I would like to see the following two starbase modules be added to the game.

Auxiliary Processing Module I
Fitting: 100,000mw
Fuel Bay: 1,152m³
Description: Increases CPU output of the control tower by 500tf. Uses 4 Liquid Ozone per hour

Auxiliary Power Module I
Fitting: 500tf
Fuel Bay: 1,152m³
Description: Increases Powergrid output of the control tower by 100,000mw. Uses 4 Heavy Water per hour
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#2 - 2013-02-14 15:51:55 UTC
Or they could just, you know, make the control tower eat more fuel blocks per hour like every other POS module. Keeping POSes fueled is already annoying enough. We don't need more fuel bays and fuel types to worry about on top of it.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#3 - 2013-02-14 16:10:29 UTC
Somatic Neuron wrote:
I would like to see the following two starbase modules be added to the game.

Auxiliary Processing Module I
Fitting: 100,000mw
Fuel Bay: 1,152m³
Description: Increases CPU output of the control tower by 500tf. Uses 4 Liquid Ozone per hour

Auxiliary Power Module I
Fitting: 500tf
Fuel Bay: 1,152m³
Description: Increases Powergrid output of the control tower by 100,000mw. Uses 4 Heavy Water per hour


And what will happen if any of these go offline when you forget to fuel them? Turn random modules offline until you reach new CPU/PG cap?

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

ITTigerClawIK
Galactic Rangers
#4 - 2013-02-14 16:19:54 UTC
wait untill POS revamp
Somatic Neuron
Masterwork Productions Inc
#5 - 2013-02-14 20:27:55 UTC
Antillie Sa'Kan wrote:
Or they could just, you know, make the control tower eat more fuel blocks per hour like every other POS module. Keeping POSes fueled is already annoying enough. We don't need more fuel bays and fuel types to worry about on top of it.


Which modules currently require more fuel blocks per hour?

I was basing this on jump bridges
Somatic Neuron
Masterwork Productions Inc
#6 - 2013-02-14 20:28:38 UTC
Kirimeena D'Zbrkesbris wrote:
Somatic Neuron wrote:
I would like to see the following two starbase modules be added to the game.

Auxiliary Processing Module I
Fitting: 100,000mw
Fuel Bay: 1,152m³
Description: Increases CPU output of the control tower by 500tf. Uses 4 Liquid Ozone per hour

Auxiliary Power Module I
Fitting: 500tf
Fuel Bay: 1,152m³
Description: Increases Powergrid output of the control tower by 100,000mw. Uses 4 Heavy Water per hour


And what will happen if any of these go offline when you forget to fuel them? Turn random modules offline until you reach new CPU/PG cap?


Last Online, First Offline
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#7 - 2013-02-14 21:06:47 UTC
Somatic Neuron wrote:
Antillie Sa'Kan wrote:
Or they could just, you know, make the control tower eat more fuel blocks per hour like every other POS module. Keeping POSes fueled is already annoying enough. We don't need more fuel bays and fuel types to worry about on top of it.


Which modules currently require more fuel blocks per hour?

I was basing this on jump bridges


Well I guess that shows how little I keep up with POS mechanics as this was changed with the introduction of fuel blocks forever ago. But even so, one fuel bay per POS is enough of a hassle.